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Optimization-based interactive motion synthesis

Published: 09 February 2009 Publication History

Abstract

We present a physics-based approach to synthesizing motion of a virtual character in a dynamically varying environment. Our approach views the motion of a responsive virtual character as a sequence of solutions to the constrained optimization problem formulated at every time step. This framework allows the programmer to specify active control strategies using intuitive kinematic goals, significantly reducing the engineering effort entailed in active body control. Our optimization framework can incorporate changes in the character's surroundings through a synthetic visual sensory system and create significantly different motions in response to varying environmental stimuli. Our results show that our approach is general enough to encompass a wide variety of highly interactive motions.

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    Published In

    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 28, Issue 1
    January 2009
    144 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/1477926
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 09 February 2009
    Accepted: 01 December 2008
    Revised: 01 October 2008
    Received: 01 April 2008
    Published in TOG Volume 28, Issue 1

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    Author Tags

    1. Character animation
    2. nonlinear optimization
    3. physics-based animation

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    • (2024)Lightweight Physics-Based Character for Generating Sensible Postures in Dynamic EnvironmentsIEEE Access10.1109/ACCESS.2024.341722012(89660-89678)Online publication date: 2024
    • (2023)Complete Hierarchy Modelling of Motor Functions: A Design and Management Strategy2023 International Conference on Power Energy, Environment & Intelligent Control (PEEIC)10.1109/PEEIC59336.2023.10450592(616-620)Online publication date: 19-Dec-2023
    • (2023)Human Motion Synthesis Using Trigonometric SplinesIEEE Access10.1109/ACCESS.2023.324406211(14293-14308)Online publication date: 2023
    • (2022)Force-Aware Interface via Electromyography for Natural VR/AR InteractionACM Transactions on Graphics10.1145/3550454.355546141:6(1-18)Online publication date: 30-Nov-2022
    • (2021)Flexible Motion Optimization with Modulated Assistive ForcesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34801444:3(1-25)Online publication date: 27-Sep-2021
    • (2021)Efficient Hyperparameter Optimization for Physics-based Character AnimationProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34512544:1(1-19)Online publication date: 28-Apr-2021
    • (2021)Discovering diverse athletic jumping strategiesACM Transactions on Graphics10.1145/3450626.345981740:4(1-17)Online publication date: 19-Jul-2021
    • (2021)Motion Generation and Control of Acrobatic Motion Synergies Emerging From the Momentum Equilibrium Principle2020 IEEE-RAS 20th International Conference on Humanoid Robots (Humanoids)10.1109/HUMANOIDS47582.2021.9555678(362-369)Online publication date: 19-Jul-2021
    • (2020)Fast and flexible multilegged locomotion using learned centroidal dynamicsACM Transactions on Graphics10.1145/3386569.339243239:4(46:1-46:17)Online publication date: 12-Aug-2020
    • (2019)Model Predictive Control with a Visuomotor System for Physics-based Character AnimationACM Transactions on Graphics10.1145/336090539:1(1-11)Online publication date: 10-Oct-2019
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